The I&C expansion really spices up the base game. The inns give you more good places to put your meeples, reducing luck of the draw. Cathedrals are more of a crapshoot, but they add a bit of variety. Haven't tried the big meeple yet.
The powerful cards add something to Dominion that previous expansions have lacked, and that adds something that really pops. I'm not quite convinced that province-collectors can compete with colony-collectors in the same game, so the strategic space hasn't exactly doubled, but the variety certainly has.
Nice expansion to the original game. Original Munckin was brutally hard to win, requiring clever cardplay and backstabbing to even have a shot at winning. Unnatural Axe dilutes those cards so that the third or fourth person to go for the win should succeed.
Caution: The more expansions you add, the more the screwage is diluted, until it's almost just a race to level 10 vs the 1-2 undefendable blocking cards. If you add two expansions, death becomes rarer, and the game is more lottery and less clever.
Very nice map for RR Tycoon. The game is both financially and geographically tighter, and the map is has a color structure, with red cities in the middle, and yellow and purple cities at the perimeter, to encourage building from center to edge. On the downside, this did create less differentiation among play, making it more about competing at parallel tasks. RoE forces balance and competition, where RRT expects the players to provide it through intelligent play and bidding.
I'm rating this below RRT for a couple reasons: It lacks some of the grandeur of the original map, and fails to bring any exciting innovations to the game, as opposed to cool rules in several BGGer-made maps.
Fills the principal gap of all RRT/RoTW maps so far: it works well for 2-3 players, complementing the 4-6 player sweet spot of the original map. Being a smaller map, feels a little more scripted, fewer real options. I also think I dislike the always-in-play major lines.
It's nice to have a more expensive map that takes 5-6 players. The shorter game length (due to fewer cubes on the map) changes the debt dynamic to compensate, too. My one complaint is that the plethora of mountains (even in places where the land is rough but flat) limits the number of smart routes, such that the Rockies and coast might as well be a point-to-point grid, and the plains seem too poor to compete.
This is offset by the ability to put the eastern, western, and/or Mexican maps together for mega-games.